Help Support Our Growing Community

DOTAFire is a community that lives to help every Dota 2 player take their game to the next level by having open access to all our tools and resources. Please consider supporting us by whitelisting us in your ad blocker!

Want to support DOTAFire with an ad-free experience? You can support us ad-free for less than $1 a month!

Go Ad-Free
Smitefire logo

Join the leading DOTA 2 community.
Create and share Hero Guides and Builds.

Create an MFN Account






Or

Borro the Furious

Please review our General Rules & Guidelines before posting or commenting anywhere on DOTAFire.

Forum » Hero & Item Ideas » Borro the Furious 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by corin » November 4, 2016 7:32pm | Report
Borro [just a place holder name for now]

Borro is a large bipedal humanoid rynosseros type of creature, wielding a large 2 handed hammer. He is known for his extremely short temper, wild fits of rage and hugely dominating physical stature. The play style for Borro is typically a front line damage dealer who can easily get hard to stop if left unchecked, the longer he stays in combat, the stronger his becomes. He is not known for his intelligent battle strategy, but renown for charging head strong into enemy lines with an unmatched level of rage, causing enemy forces to fear the sight of him alone. Whenever Borro is known to be involved in a conflict, the question always asked is "how many died this time?".



Base move speed: 300
Attack range: Melee
Stats: Primary Str
Int: 0.8+
Str: 2.5+
Agi: 1.2+


[Q]

Charge


Borro charges at target enemy from a medium range, running in a straight line to the target destroying trees and moving over all terrain in the way. All enemies in the path are knocked back and dealt damage. The target hit is stunned and dealt damage. Borro can be stopped at any point during charge by enemy abilities (such as stuns) or other effects that move the target out of range or sight.

Damage Type: Physical
Spell Immune: Yes [Stun is prevented]
Cast Range: 500
Cast Speed: 0.6 (Before charge starts)
Move Speed of charge: 450
Bystander knock back distance: 150 (Does not interrupt channeling)
Stun Duration: 0.5/1/1.5/2 Sec
Damage on target: 125/150/175/200
Damage to bystanders: 20/40/60/80
CD 25/20/15/10 Sec
Cost 150


[W]

Thrash


Borro grabs his weapon by it's end and spins around to strike all enemies around him with incredible force. The damage of this move scales with his current HP, the more vitality he has, the more powerful the force of impact.

Damage Type: Physical
Spell Immune: Yes
Radius: 275
Cast Speed: 0.3
Base Damage: 30/60/90/120
Current health as Damage: 10%/20%/30%/40% (the percentage takes his current health and adds that amount to the damage)
CD: 20 Sec
Cost: 150/160/170/180


[E]

Wild Bellow


As well as being a terror to face on the battle field, Borro can be an inspiration for nearby allies, his fearless bravery can cause others to be invigorated and go on the offensive with him. Borro lets out a wild battle cry, giving himself and all nearby allies increased attack speed and armor for a short duration.

Spell Immune: Yes
Effect Radius: 900
Cast Speed: 0.4
Duration: 4/6/8/10
Attack Speed Bonus: 20/40/60/80 (flat attack speed, not percentage increase)
Armor Bonus: 5/10/15/20
CD: 30/25/20/15
Cost: 15/20/25/30


[R]

Rampage


Borro is known for performing incredible feats of strength and endurance the angrier he becomes, splitting boulders and cracking the ground in rare cases of mad rage. Each time Borro attacks an enemy or becomes hit by an enemy attack, his rage increases, putting him further into a state of furry and rage. Effectively every attack he does and receives gives him a buff for a short duration, the buff stacks indefinitely and the duration refreshes on each new application. The buff increases his Primary Stat and Move Speed by a flat amount (Can be upgraded by aghs to provide the buff to allies in an area).

Spell Immune: Yes (himself, or spell immune allies with aghs.)
Buff Duration: 3/4/5 Sec
Stat increase: 1/2/3
Move Speed increase: 2/4/6

corin


Notable (1)
Posts: 32
Permalink | Quote | PM | +Rep by FireWalkerAWE » November 8, 2016 5:54am | Report
Nice concept, but I think Rampage and Thrash might be a bit overpowered.

I think Thrash should do less damage or cost a lot of your own HP(say the same as the damage dealt). Going with a tank build you can easily end up with 4000 HP in the late game, causing the ability to do a whopping 1600 damage! It could also be made to deal damage based on the enemy's HP or based on stats.

Rampage should, in my opinion, have a limit on the amount of stacks (kind of like Bristleback's Warpath).

Overall it looks good, I would like to see something like this in-game some day. Sooner rather than later!!

FireWalkerAWE

Awards Showcase
Show more awards

Notable (3)
Posts: 28
Steam: FIREWALKER
Permalink | Quote | PM | +Rep by corin » November 8, 2016 5:51pm | Report
Yeah I see how he could become unstoppable, but it was kind of intended he felt this way the longer he stayed in combat due to Rampage. Lowering the buff duration is something I think could help scale him drastically, or yes capping the stacks. Another thought I had was changing how the stacks are added, could only gain stacks each time a damage threshold is reached from recieving and/or dealing that damage amount in x time. (Similar to Tide Bringer's Kraken shell threshold mechanic)

Thrash:
I wanted this move to scale with his ultimate (Rampage), so at later stages of a fight it would do lots of damage if he managed to stay at high hp. Could always reduce the hp as damage% or invert it to deal damage equal to missing hp, making it a kind of revenge/last resort damaging move.

I really would love to test him out, just need to find a way how

Thanks so much for your input! :D

corin


Notable (1)
Posts: 32
Permalink | Quote | PM | +Rep by FireWalkerAWE » November 9, 2016 12:47am | Report
corin wrote:

Yeah I see how he could become unstoppable, but it was kind of intended he felt this way the longer he stayed in combat due to Rampage. Lowering the buff duration is something I think could help scale him drastically, or yes capping the stacks. Another thought I had was changing how the stacks are added, could only gain stacks each time a damage threshold is reached from recieving and/or dealing that damage amount in x time. (Similar to Tide Bringer's Kraken shell threshold mechanic)

Thrash:
I wanted this move to scale with his ultimate (Rampage), so at later stages of a fight it would do lots of damage if he managed to stay at high hp. Could always reduce the hp as damage% or invert it to deal damage equal to missing hp, making it a kind of revenge/last resort damaging move.

I really would love to test him out, just need to find a way how

Thanks so much for your input! :D



Cool. Good Luck!

FireWalkerAWE

Awards Showcase
Show more awards

Notable (3)
Posts: 28
Steam: FIREWALKER

Quick Reply

Please log in or sign up to post!

DOTAFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite DotA hero’s build and strategy.

Copyright © 2019 DOTAFire | All Rights Reserved